# VR Instanced Stereo with Water plugin crashes the project with 5.4.1.

**URL:** <https://forums.unrealengine.com/t/vr-instanced-stereo-with-water-plugin-crashes-the-project-with-5-4-1/1865888>\
**Category:** Pipeline & Plugins\
**Tags:** unreal-engine\
**Created:** [May 21, 2024, 7:23am UTC](https://forums.unrealengine.com/t/vr-instanced-stereo-with-water-plugin-crashes-the-project-with-5-4-1/1865888 "2024-05-21T07:23:03Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![HannesZietsman](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HannesZietsman](https://forums.unrealengine.com/u/HannesZietsman)\
**Post date:** [May 21, 2024, 7:23am UTC](https://forums.unrealengine.com/t/vr-instanced-stereo-with-water-plugin-crashes-the-project-with-5-4-1/1865888/1 "2024-05-21T07:23:03Z")

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With 5.4.1, the water plug-in seems to crash my system when I have VR enabled in the project, specifically when I have enabled Instanced Stereo, and I add the water body.

I have updated everything I can, but the moment I add the water ocean body, it crashes if Instanced Stereo is enabled.

I don’t have MSI afterburner or Rivia statistics installed, so that did not help.

I then created a new blank project from the templates, and it does the same. The project crashed when I added the water body to the world. I disable the Instanced Stereo it works. Is Instanced Stereo no longer supported? does it still make sens witn 5.4.1?

here is the error

Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 659]

UnrealEditor\_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:659]  
UnrealEditor\_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:588]  
UnrealEditor\_D3D12RHI!FD3D12CommandContext::SetupDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1586]  
UnrealEditor\_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1685]  
UnrealEditor\_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:159]  
UnrealEditor\_Renderer!FRHICommand\<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1518\>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]  
UnrealEditor\_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]  
UnrealEditor\_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:684]  
UnrealEditor\_RHI!FRHICommand\<FRHICommandWriteGPUFence,FRHICommandWriteGPUFenceString2043\>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:471]  
UnrealEditor\_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]  
UnrealEditor\_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]  
UnrealEditor\_RHI!TGraphTask\<TFunctionGraphTaskImpl\<void \_\_cdecl(void),0\> \>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]  
UnrealEditor\_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]  
UnrealEditor\_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]  
UnrealEditor\_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:330]  
UnrealEditor\_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 659]

UnrealEditor\_D3D12RHI!FD3D12DescriptorCache::SetRootConstantBuffers() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:659]  
UnrealEditor\_D3D12RHI!FD3D12StateCache::ApplyState() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:588]  
UnrealEditor\_D3D12RHI!FD3D12CommandContext::SetupDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1586]  
UnrealEditor\_D3D12RHI!FD3D12CommandContext::RHIDrawIndexedPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1685]  
UnrealEditor\_RHI!FRHICommandDrawIndexedPrimitive::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:159]  
UnrealEditor\_Renderer!FRHICommand\<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString1518\>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:1295]  
UnrealEditor\_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]  
UnrealEditor\_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:684]  
UnrealEditor\_RHI!FRHICommand\<FRHICommandWriteGPUFence,FRHICommandWriteGPUFenceString2043\>::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:471]  
UnrealEditor\_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:477]  
UnrealEditor\_RHI!RHIValidation::FTracker::FUAVTracker::operator [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]  
UnrealEditor\_RHI!TGraphTask\<TFunctionGraphTaskImpl\<void \_\_cdecl(void),0\> \>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]  
UnrealEditor\_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]  
UnrealEditor\_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]  
UnrealEditor\_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:330]  
UnrealEditor\_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Processor Intel(R) Xeon(R) W-1390P @ 3.50GHz 3.50 GHz  
Installed RAM 128 GB (128 GB usable)  
System type 64-bit operating system, x64-based processor  
Pen and touch No pen or touch input is available for this display  
Edition Windows 10 Enterprise Version 22H2  
Installed on ‎1/‎25/‎2023  
OS build 19045.4412  
Experience Windows Feature Experience Pack 1000.19056.1000.0

Nvidia A5000 driver 552.22

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**Author:** ![Chop2s](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chop2s](https://forums.unrealengine.com/u/Chop2s)\
**Post date:** [July 10, 2024, 12:32pm UTC](https://forums.unrealengine.com/t/vr-instanced-stereo-with-water-plugin-crashes-the-project-with-5-4-1/1865888/2 "2024-07-10T12:32:32Z")

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I have exactly the same problem, same ue5 Version.

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**Author:** ![Vigneshoviyan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vigneshoviyan](https://forums.unrealengine.com/u/Vigneshoviyan)\
**Post date:** [November 30, 2024, 10:16pm UTC](https://forums.unrealengine.com/t/vr-instanced-stereo-with-water-plugin-crashes-the-project-with-5-4-1/1865888/3 "2024-11-30T22:16:35Z")

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same problem 😥
